Aldebrandi
Description:
I woke this morning when the sun bled through the walls of my tent. I rose, cooked my rations in water over a small fire, and prayed to Faustine to help me track my quarry. The mutant has killed two horses and some farmers. It is a minor task to track and slay this monster, but success will hopefully draw the attention of the Duke to my house. A small blessing from the Duke would be a great reward for ensuring the safety of our horses. I go now to don my armor, raise my spear, and hunt down this beast in the name of all the Gods and my honor. I will prevail.
The Aldebrandi exist as a feudal realm with a clear class distinction between nobles and serfs. Intrigue among the houses is common, as nobles vie for power and seek to curry favor with the king. The Aldebrandi control the salt trade in the region, which means they have dealings with all the major factions. Trade delegates are present at most major settlements, and knights travel the wastes in search of glory and adventure.
The majority of Aldebrandi are the peasants who work the fields, toil in the salt mines, cook meals, raise nobles' children, and serve in the militias. The remainder belong to the noble houses in some capacity, as aristocrats, tutors, retainers, knights, chemists, tinkers, spies, overseers, and merchants. They are allowed the most freedom to do as they like and go where they please.
Every Aldebrandi character should be a minor noble of some sort. It is possible to play a serf, but serfs who leave their posts are hunted and punished by torture or death. Unsurprisingly, many serfs looking for a better way of life run off and join the Directorate.
Player Characters:
Notable NPCs:
Year One
Event One
Event Two
Event Three
Event Four
Year Two
Event Five
Event Six
Event Seven
Event Eight
Year Three
Event Nine
Event Ten
Event Eleven
Event Twelve
Year Four
Event Thirteen
Event Fourteen
Event Fifteen
Event Sixteen
Year Five
Event Seventeen
Event Eighteen
Event Nineteen
Event Twenty